Identifying bio-signals based-sleep stages requires time-consuming and tedious labor of skilled clinicians. Deep learning approaches have been introduced in order to challenge the automatic sleep stage classification conundrum. However, the difficulties can be posed in replacing the clinicians with the automatic system due to the differences in many aspects found in individual bio-signals, causing the inconsistency in the performance of the model on every incoming individual. Thus, we aim to explore the feasibility of using a novel approach, capable of assisting the clinicians and lessening the workload. We propose the transfer learning framework, entitled MetaSleepLearner, based on Model Agnostic Meta-Learning (MAML), in order to transfer the acquired sleep staging knowledge from a large dataset to new individual subjects (source code is available at https://github.com/IoBT-VISTEC/MetaSleepLearner). The framework was demonstrated to require the labelling of only a few sleep epochs by the clinicians and allow the remainder to be handled by the system. Layer-wise Relevance Propagation (LRP) was also applied to understand the learning course of our approach. In all acquired datasets, in comparison to the conventional approach, MetaSleepLearner achieved a range of 5.4% to 17.7% improvement with statistical difference in the mean of both approaches. The illustration of the model interpretation after the adaptation to each subject also confirmed that the performance was directed towards reasonable learning. MetaSleepLearner outperformed the conventional approaches as a result from the fine-tuning using the recordings of both healthy subjects and patients. This is the first work that investigated a nonconventional pre-training method, MAML, resulting in a possibility for human-machine collaboration in sleep stage classification and easing the burden of the clinicians in labelling the sleep stages through only several epochs rather than an entire recording.
The problem of sparse rewards is one of the hardest challenges in contemporary reinforcement learning. Hierarchical reinforcement learning (HRL) tackles this problem by using a set of temporally-extended actions, or options, each of which has its own subgoal. These subgoals are normally handcrafted for specific tasks.Here, though, we introduce a generic class of subgoals with broad applicability in the visual domain. Underlying our approach (in common with work using "auxiliary tasks") is the hypothesis that the ability to control aspects of the environment is an inherently useful skill to have. We incorporate such subgoals in an end-to-end hierarchical reinforcement learning system and test two variants of our algorithm on a number of games from the Atari suite. We highlight the advantage of our approach in one of the hardest games -Montezuma's revenge -for which the ability to handle sparse rewards is key. Our agent learns several times faster than the current state-of-the-art HRL agent in this game, reaching a similar level of performance. UPDATE 22/11/17: We found that a standard A3C agent with a simple shaped reward, i.e. extrinsic reward + feature control intrinsic reward, has comparable performance to our agent in Montezuma Revenge. In light of the new experiments performed, the advantage of our HRL approach can be attributed more to its ability to learn useful features from intrinsic rewards rather than its ability to explore and reuse abstracted skills with hierarchical components. This has led us to a new conclusion about the result.
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